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April 19, 2019
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Blog: Discussing the ins and outs of composing for games at the Library of Congress 1
by Gamasutra Community [04.19.19]
Composer Winifred Phillips shares a transcript from the Q&A session that followed her lecture at the Library of Congress, the very first video game composition lecture given at the establishment.
Audio

Don't Miss: Creating believable crowds in Planet Coaster 3
by Staff [04.08.19]
"10,000 guests was what we targeted, and simulating each seemed like a challenge. This was where using flow/potential fields became very appealing." - Owen McCarthy, principal programmer at Frontier.
Audio, Design, Programming, Art, Console/PC

Video Game Deep Cuts: Risking Rain With A Lego Meat Boy  
by Gamasutra Staff [04.07.19]
This week's roundup includes the smash success of indie sequel Risk of Rain 2, a fascinating new Lego coding toy, and what's up with the new Super Meat Boy game, plus lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Get a job: Frictional Games is hiring an Audio Lead/Sound Designer  
by Staff [04.04.19]
The Frictional Games team is looking for a Europe-based developer to create lovingly designed, eerie, and memorable soundscapes on par with Amnesia: The Dark Descent and SOMA.
Audio, Recruitment

Video Game Deep Cuts: A is for Apple Arcade, B is for rolling bones? 1
by Gamasutra staff [03.29.19]
This week's roundup includes a look at the Apple Arcade announcement, an intriguing video on how the Mongolian steppes do gaming, plus pieces on Sekiro, clicker games, AR, video game folklorists.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Catch up on Gamasutra's extensive GDC 2019 coverage! 3
by Staff [03.25.19]
GDC 2019 may be in the books, but you can catch Gamasutra's coverage from last week right here, from details on Google Stadia to brilliant talks on game design to interviews from game industry luminaries plus all the news you can use.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing


Video game music composer gives lecture at the Library of Congress 1
by Winifred Phillips [04.17.19]
On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress, as part of their first-ever video game music event. This article includes a partial transcript of the lecture's Q&A session.
Audio, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR

Video Game Deep Cuts: Falcon Scores Weed, Needs Vacation  
by Simon Carless [04.14.19]
This week's roundup includes intriguing debuts from Falcon Age and Vacation Simulator, a historical tour of The Division's New York, John Romero's finishing of the DOOM saga, the trickiness of marketing your weed tycoon game, & heaps more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Game Jam Survival Kit 2
by Nielisson Mendonca [04.10.19]
All you need to know about game jams. The Game Jam Survival Kit is actually the name of a Google Drive Folder I created to help jammers all over the world. This article is a complement to it. Enjoy!
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Smartphone/Tablet

Video Game Deep Cuts: Risking Rain With A Lego Meat Boy  
by Simon Carless [04.07.19]
This week's roundup includes the smash success of indie sequel Risk of Rain 2, a fascinating new Lego coding toy, and what's up with the new Super Meat Boy game, as well as looks at Anthem's troubled dev cycle, the 'grit' behind No Man's Sky, & more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Postmortem: Cube Up  
by federico boccardo [04.02.19]
Portmortem of Cube Up, an endless mobile game based on completing cubes at an increasing speed avoiding obstacles, released on Android devices in 2018.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie, Smartphone/Tablet

Video Game Deep Cuts: A is for Apple Arcade, B is for rolling bones?  1
by Simon Carless [03.29.19]
This week's roundup includes a variety of looks at the Apple Arcade subscription announcement, an intriguing video on how the Mongolian steppes do gaming, plus pieces on Sekiro, clicker games, AR, video game folklorists, and lots more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR


Digital Extremes Ltd. — London, Ontario, Canada
[04.17.19]
Senior Sound Designer


Frictional Games — Malmö, Sweden
[04.04.19]
Audio Lead / Sound Designer